gecko/gfx/layers/d3d10/ImageLayerD3D10.cpp

363 lines
12 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is Mozilla Corporation code.
*
* The Initial Developer of the Original Code is Mozilla Foundation.
* Portions created by the Initial Developer are Copyright (C) 2009
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Bas Schouten <bschouten@mozilla.com>
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
#include "ImageLayerD3D10.h"
#include "gfxImageSurface.h"
#include "gfxD2DSurface.h"
#include "gfxWindowsSurface.h"
#include "yuv_convert.h"
#include "../d3d9/Nv3DVUtils.h"
namespace mozilla {
namespace layers {
static already_AddRefed<ID3D10Texture2D>
DataToTexture(ID3D10Device *aDevice,
unsigned char *data,
int stride,
const gfxIntSize &aSize)
{
D3D10_SUBRESOURCE_DATA srdata;
CD3D10_TEXTURE2D_DESC desc(DXGI_FORMAT_B8G8R8A8_UNORM,
aSize.width,
aSize.height,
1, 1);
desc.Usage = D3D10_USAGE_IMMUTABLE;
srdata.pSysMem = data;
srdata.SysMemPitch = stride;
nsRefPtr<ID3D10Texture2D> texture;
HRESULT hr = aDevice->CreateTexture2D(&desc, &srdata, getter_AddRefs(texture));
if (FAILED(hr)) {
LayerManagerD3D10::ReportFailure(NS_LITERAL_CSTRING("Failed to create texture for data"),
hr);
}
return texture.forget();
}
static already_AddRefed<ID3D10Texture2D>
SurfaceToTexture(ID3D10Device *aDevice,
gfxASurface *aSurface,
const gfxIntSize &aSize)
{
if (!aSurface) {
return NULL;
}
if (aSurface->GetType() == gfxASurface::SurfaceTypeD2D) {
void *data = aSurface->GetData(&gKeyD3D10Texture);
if (data) {
nsRefPtr<ID3D10Texture2D> texture = static_cast<ID3D10Texture2D*>(data);
ID3D10Device *dev;
texture->GetDevice(&dev);
if (dev == aDevice) {
return texture.forget();
}
}
}
nsRefPtr<gfxImageSurface> imageSurface = aSurface->GetAsImageSurface();
if (!imageSurface) {
imageSurface = new gfxImageSurface(aSize,
gfxASurface::ImageFormatARGB32);
nsRefPtr<gfxContext> context = new gfxContext(imageSurface);
context->SetSource(aSurface);
context->SetOperator(gfxContext::OPERATOR_SOURCE);
context->Paint();
}
return DataToTexture(aDevice, imageSurface->Data(), imageSurface->Stride(), aSize);
}
Layer*
ImageLayerD3D10::GetLayer()
{
return this;
}
void
ImageLayerD3D10::RenderLayer()
{
ImageContainer *container = GetContainer();
if (!container) {
return;
}
AutoLockImage autoLock(container);
Image *image = autoLock.GetImage();
if (!image) {
return;
}
gfxIntSize size = mScaleMode == SCALE_NONE ? image->GetSize() : mScaleToSize;
SetEffectTransformAndOpacity();
ID3D10EffectTechnique *technique;
if (image->GetFormat() == Image::CAIRO_SURFACE || image->GetFormat() == Image::REMOTE_IMAGE_BITMAP)
{
bool hasAlpha = false;
if (image->GetFormat() == Image::REMOTE_IMAGE_BITMAP) {
RemoteBitmapImage *remoteImage =
static_cast<RemoteBitmapImage*>(image);
if (!image->GetBackendData(LayerManager::LAYERS_D3D10)) {
nsAutoPtr<TextureD3D10BackendData> dat = new TextureD3D10BackendData();
dat->mTexture = DataToTexture(device(), remoteImage->mData, remoteImage->mStride, remoteImage->mSize);
if (dat->mTexture) {
device()->CreateShaderResourceView(dat->mTexture, NULL, getter_AddRefs(dat->mSRView));
image->SetBackendData(LayerManager::LAYERS_D3D10, dat.forget());
}
}
hasAlpha = remoteImage->mFormat == RemoteImageData::BGRA32;
} else {
CairoImage *cairoImage =
static_cast<CairoImage*>(image);
if (!cairoImage->mSurface) {
return;
}
if (!image->GetBackendData(LayerManager::LAYERS_D3D10)) {
nsAutoPtr<TextureD3D10BackendData> dat = new TextureD3D10BackendData();
dat->mTexture = SurfaceToTexture(device(), cairoImage->mSurface, cairoImage->mSize);
if (dat->mTexture) {
device()->CreateShaderResourceView(dat->mTexture, NULL, getter_AddRefs(dat->mSRView));
image->SetBackendData(LayerManager::LAYERS_D3D10, dat.forget());
}
}
hasAlpha = cairoImage->mSurface->GetContentType() == gfxASurface::CONTENT_COLOR_ALPHA;
}
TextureD3D10BackendData *data =
static_cast<TextureD3D10BackendData*>(image->GetBackendData(LayerManager::LAYERS_D3D10));
if (!data) {
return;
}
nsRefPtr<ID3D10Device> dev;
data->mTexture->GetDevice(getter_AddRefs(dev));
if (dev != device()) {
return;
}
if (hasAlpha) {
if (mFilter == gfxPattern::FILTER_NEAREST) {
technique = effect()->GetTechniqueByName("RenderRGBALayerPremulPoint");
} else {
technique = effect()->GetTechniqueByName("RenderRGBALayerPremul");
}
} else {
if (mFilter == gfxPattern::FILTER_NEAREST) {
technique = effect()->GetTechniqueByName("RenderRGBLayerPremulPoint");
} else {
technique = effect()->GetTechniqueByName("RenderRGBLayerPremul");
}
}
effect()->GetVariableByName("tRGB")->AsShaderResource()->SetResource(data->mSRView);
effect()->GetVariableByName("vLayerQuad")->AsVector()->SetFloatVector(
ShaderConstantRectD3D10(
(float)0,
(float)0,
(float)size.width,
(float)size.height)
);
} else if (image->GetFormat() == Image::PLANAR_YCBCR) {
PlanarYCbCrImage *yuvImage =
static_cast<PlanarYCbCrImage*>(image);
if (!yuvImage->mBufferSize) {
return;
}
if (!yuvImage->GetBackendData(LayerManager::LAYERS_D3D10)) {
AllocateTexturesYCbCr(yuvImage);
}
PlanarYCbCrD3D10BackendData *data =
static_cast<PlanarYCbCrD3D10BackendData*>(yuvImage->GetBackendData(LayerManager::LAYERS_D3D10));
if (!data) {
return;
}
nsRefPtr<ID3D10Device> dev;
data->mYTexture->GetDevice(getter_AddRefs(dev));
if (dev != device()) {
return;
}
// TODO: At some point we should try to deal with mFilter here, you don't
// really want to use point filtering in the case of NEAREST, since that
// would also use point filtering for Chroma upsampling. Where most likely
// the user would only want point filtering for final RGB image upsampling.
technique = effect()->GetTechniqueByName("RenderYCbCrLayer");
effect()->GetVariableByName("tY")->AsShaderResource()->SetResource(data->mYView);
effect()->GetVariableByName("tCb")->AsShaderResource()->SetResource(data->mCbView);
effect()->GetVariableByName("tCr")->AsShaderResource()->SetResource(data->mCrView);
/*
* Send 3d control data and metadata to NV3DVUtils
*/
if (GetNv3DVUtils()) {
Nv_Stereo_Mode mode;
switch (yuvImage->mData.mStereoMode) {
case STEREO_MODE_LEFT_RIGHT:
mode = NV_STEREO_MODE_LEFT_RIGHT;
break;
case STEREO_MODE_RIGHT_LEFT:
mode = NV_STEREO_MODE_RIGHT_LEFT;
break;
case STEREO_MODE_BOTTOM_TOP:
mode = NV_STEREO_MODE_BOTTOM_TOP;
break;
case STEREO_MODE_TOP_BOTTOM:
mode = NV_STEREO_MODE_TOP_BOTTOM;
break;
case STEREO_MODE_MONO:
mode = NV_STEREO_MODE_MONO;
break;
}
// Send control data even in mono case so driver knows to leave stereo mode.
GetNv3DVUtils()->SendNv3DVControl(mode, true, FIREFOX_3DV_APP_HANDLE);
if (yuvImage->mData.mStereoMode != STEREO_MODE_MONO) {
// Dst resource is optional
GetNv3DVUtils()->SendNv3DVMetaData((unsigned int)yuvImage->mSize.width,
(unsigned int)yuvImage->mSize.height, (HANDLE)(data->mYTexture), (HANDLE)(NULL));
}
}
effect()->GetVariableByName("vLayerQuad")->AsVector()->SetFloatVector(
ShaderConstantRectD3D10(
(float)0,
(float)0,
(float)size.width,
(float)size.height)
);
effect()->GetVariableByName("vTextureCoords")->AsVector()->SetFloatVector(
ShaderConstantRectD3D10(
(float)yuvImage->mData.mPicX / yuvImage->mData.mYSize.width,
(float)yuvImage->mData.mPicY / yuvImage->mData.mYSize.height,
(float)yuvImage->mData.mPicSize.width / yuvImage->mData.mYSize.width,
(float)yuvImage->mData.mPicSize.height / yuvImage->mData.mYSize.height)
);
}
bool resetTexCoords = image->GetFormat() == Image::PLANAR_YCBCR;
image = nsnull;
autoLock.Unlock();
technique->GetPassByIndex(0)->Apply(0);
device()->Draw(4, 0);
if (resetTexCoords) {
effect()->GetVariableByName("vTextureCoords")->AsVector()->
SetFloatVector(ShaderConstantRectD3D10(0, 0, 1.0f, 1.0f));
}
GetContainer()->NotifyPaintedImage(image);
}
void ImageLayerD3D10::AllocateTexturesYCbCr(PlanarYCbCrImage *aImage)
{
nsAutoPtr<PlanarYCbCrD3D10BackendData> backendData(
new PlanarYCbCrD3D10BackendData);
PlanarYCbCrImage::Data &data = aImage->mData;
D3D10_SUBRESOURCE_DATA dataY;
D3D10_SUBRESOURCE_DATA dataCb;
D3D10_SUBRESOURCE_DATA dataCr;
CD3D10_TEXTURE2D_DESC descY(DXGI_FORMAT_R8_UNORM,
data.mYSize.width,
data.mYSize.height, 1, 1);
CD3D10_TEXTURE2D_DESC descCbCr(DXGI_FORMAT_R8_UNORM,
data.mCbCrSize.width,
data.mCbCrSize.height, 1, 1);
descY.Usage = descCbCr.Usage = D3D10_USAGE_IMMUTABLE;
dataY.pSysMem = data.mYChannel;
dataY.SysMemPitch = data.mYStride;
dataCb.pSysMem = data.mCbChannel;
dataCb.SysMemPitch = data.mCbCrStride;
dataCr.pSysMem = data.mCrChannel;
dataCr.SysMemPitch = data.mCbCrStride;
HRESULT hr = device()->CreateTexture2D(&descY, &dataY, getter_AddRefs(backendData->mYTexture));
if (!FAILED(hr)) {
hr = device()->CreateTexture2D(&descCbCr, &dataCb, getter_AddRefs(backendData->mCbTexture));
}
if (!FAILED(hr)) {
hr = device()->CreateTexture2D(&descCbCr, &dataCr, getter_AddRefs(backendData->mCrTexture));
}
if (FAILED(hr)) {
LayerManagerD3D10::ReportFailure(NS_LITERAL_CSTRING("PlanarYCbCrImageD3D10::AllocateTextures(): Failed to create texture"),
hr);
return;
}
device()->CreateShaderResourceView(backendData->mYTexture, NULL, getter_AddRefs(backendData->mYView));
device()->CreateShaderResourceView(backendData->mCbTexture, NULL, getter_AddRefs(backendData->mCbView));
device()->CreateShaderResourceView(backendData->mCrTexture, NULL, getter_AddRefs(backendData->mCrView));
aImage->SetBackendData(LayerManager::LAYERS_D3D10, backendData.forget());
}
} /* layers */
} /* mozilla */